UniformState

UniformState

new UniformState

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Methods

getEncodedCameraPositionMCHigh

Returns the high bits of the camera position used to define the czm_encodedCameraPositionMCHigh GLSL uniform.

Returns:
Cartesian3 The high bits of the camera position.
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getEncodedCameraPositionMCLow

Returns the low bits of the camera position used to define the czm_encodedCameraPositionMCLow GLSL uniform.

Returns:
Cartesian3 The low bits of the camera position.
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getEntireFrustum

Returns the near distance (x) and the far distance (y) of the frustum defined by the camera.

Returns:
Cartesian2 Returns the near distance and the far distance of the frustum defined by the camera.
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getFrameNumber

Gets the current frame number.

Returns:
number A number representing the current frame number.
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getInfiniteProjection

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Returns:
Matrix4 DOC_TBA.
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getInverseModel

Returns the inverse model matrix used to define the czm_inverseModel GLSL uniform.

Returns:
Matrix4 The inverse model matrix.
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getInverseModelView

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Returns:
Matrix4 DOC_TBA.
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getInverseNormal

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Returns:
Matrix3 DOC_TBA.
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getInverseProjection

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Returns:
Matrix4 DOC_TBA.
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getInverseView

Returns the 4x4 inverse-view matrix that transforms from eye to world coordinates.

Returns:
Matrix4 The 4x4 inverse-view matrix that transforms from eye to world coordinates.
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getInverseViewRotation

Returns the 3x3 rotation matrix of the current inverse-view matrix (UniformState#getInverseView).

Returns:
Matrix3 The 3x3 rotation matrix of the current inverse-view matrix.
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getModel

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Returns:
Matrix4 DOC_TBA.
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getModelView

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Returns:
Matrix4 DOC_TBA.
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getModelViewInfiniteProjection

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Returns:
Matrix4 DOC_TBA.
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getModelViewProjection

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Returns:
Matrix4 DOC_TBA.
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getModelViewProjectionRelativeToEye

Returns the model-view-projection relative to eye matrix used to define the czm_modelViewProjectionRelativeToEye GLSL uniform.

Returns:
Matrix4 The model-view-projection relative to eye matrix.
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getModelViewRelativeToEye

Returns the model-view relative to eye matrix used to define the czm_modelViewRelativeToEye GLSL uniform.

Returns:
Matrix4 The model-view relative to eye matrix.
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getMoonDirectionEC

Returns a normalized vector to the moon in eye coordinates at the current scene time.

Returns:
Cartesian3 A normalized vector to the moon in eye coordinates at the current scene time.
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getNormal

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Returns:
Matrix3 DOC_TBA.
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getProjection

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Returns:
Matrix4 DOC_TBA.
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getSunDirectionEC

Returns a normalized vector to the sun in eye coordinates at the current scene time.

Returns:
Cartesian3 A normalized vector to the sun in eye coordinates at the current scene time.
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getSunDirectionWC

Returns a normalized vector to the sun in world coordinates at the current scene time.

Returns:
Cartesian3 A normalized vector to the sun in world coordinates at the current scene time.
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getTemeToPseudoFixedMatrix

Returns a 3x3 matrix that transforms from True Equator Mean Equinox (TEME) axes to the pseudo-fixed axes at the Scene's current time.

Returns:
Matrix3 The transform from TEME to pseudo-fixed.
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getTime

Gets the scene's current time.

Returns:
JulianDate The scene's current time.

getView

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Returns:
Matrix4 DOC_TBA.
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getViewportOrthographic

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getViewportTransformation

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getViewProjection

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Returns:
Matrix4 DOC_TBA.
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getViewRotation

Returns the 3x3 rotation matrix of the current view matrix (UniformState#getView).

Returns:
Matrix3 The 3x3 rotation matrix of the current view matrix.
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setModel

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Parameters:
Name Type Argument Description
matrix Matrix4 <optional>
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setViewport

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Parameters:
Name Type Description
viewport BoundingRectangle DOC_TBA.
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update

Synchronizes frame state with the uniform state. This is called by the Scene when rendering to ensure that automatic GLSL uniforms are set to the right value.

Parameters:
Name Type Description
frameState FrameState The frameState to synchronize with.

updateFrustum

Synchronizes the frustum's state with the uniform state. This is called by the Scene when rendering to ensure that automatic GLSL uniforms are set to the right value.

Parameters:
Name Type Description
frustum Object The frustum to synchronize with.